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  1. Okay, so I bought this game a couple of days back in pure interest. I have spent quiet some time in the game learning(in science mode). I can't reach orbit, although I can get my apoapsis to 75km. I can't get enough fuel to circularise the orbit. The ship design is very simple with 800litres of fuel in ascending stage and 400 in orbiter stage, I am using swivel engines and a solid booster in the start of the launch. Ain't no tutorials saving me... Kindly help!
  2. SSOCalculator.v4.1 Download from Spacedock Download from GitHub Abstract In the Kerbal Space Program, planets are regular spheres. After adding Principia, planets like Kerbin do not have sun-synchronous orbits. And this tool can generate configuration file of Principia, so as to add the second-order spherical harmonic coefficient j2 to the stock planet to help players successfully enter the sun-synchronous orbit of the stock planet. At the same time, this tool also supports the calculation of relevant parameters of the sun-synchronous orbit in the RealSolarSystem environment. Dependencies The newly generated StockPlanet_GravityModels.cfg file requires support from Kopernicus. If you want to enter a sun-synchronous orbit, you must have the support of Principia. Tutorial Open SSOCalculator.exe. First select the System, then select the corresponding Planet. If you choose RealSolarSystem, then you only need to enter the Altitude (excluding the planet radius) and Eccentricity, and click Calculate to get the Satellite Orbital Parameters want. (SMA = Semi-major Axis) If you choose Stock, then you need to enter the Altitude (excluding the planet radius) and Eccentricity, and j2.( Note: The j2 term can refer to the j2 parameter of a planet similar to your choice in sol_gravity_model.proto.txt.) After clicking Calculate, you will get the Satellite Orbital Parameters want. (SMA = Semi-major Axis) 3. In the Stock environment, once the orbit parameters are correctly generated, you will find that the Generate Configuration File button is enabled. Next, you only need to click it to generate the StockPlanet_GravityModels.cfg file. Then put it anywhere in GameData. (Note:The generated file is in the current directory.) 4. The Clear button is for one-click clearing of the Altitude, Eccentricity, and j2 parameters. Chinese Version Tutorial To-Do List Considering adding a button, the purpose of this button is to append the content of the generated configuration. (To be determined) Warning This tool does not take into account whether the orbit composed of the altitude and eccentricity you entered is below a safe value, and you need to verify it in the game. Credits @SirMortimer Kopernicus configuration file. @Nazfib Code help for calculating sun-synchronous orbit inclination and other formulas. @Charon_S丶 KSP players have provided help for adding second-order spherical harmonic coefficient terms. @PrincipiaTeam Provide file support for planetary data in the RSS environment. @tinygrox Thank you for his suggestions on language and unit options. NewBing The planetary rotation period under RSS is provided.
  3. When I played KSP1, once I got into orbit I would have a habit of planning nearly my entire mission using maneuver nodes. It was nice to be able to do that especially for more complex missions that required gravity assists or traveled to multiple planets. Sadly, you're not able to do this in KSP2 due to you not being able to make a new maneuver node if your trajectory goes inside of another bodies SOI until you've completed the maneuver you set up to intercept that planets SOI. This makes making maneuvers beyond your initial escape burn from Kerbin or any other body basically impossible. It would be nice to have this added by either patch 3 or 4.
  4. First up, here's how to gravity turn in under 60 seconds! Later this will I'll upload the full video. Hope it helps!
  5. KSP Version: 0.1.1.0 21573 OS: Windows 10 21H2 CPU: AMD Ryzen 5 3600 GPU: Nvidia GeForce GTX1660 Ti Expected Behaviour: Orbit around airless celestial body should remain unchanged when no force is applied. Observed Behaviour: When craft is below a specific altitude and time warp is set to 1x, the periapsis will steadily decrease while the apoapsis steadily increases. Changing time warp to any value other than 1x arrests the behaviour. Behaviour reappears when time warp is returned to 1x. At the Mun the altitude threshold is about 23 km. At Minmus the altitude threshold is about 27 km. Steps to Replicate: Put a craft in Mun orbit with the periapsis below 23 km. When (sea level) altitude drops below 23 km the orbit begins to change. This behaviour stops when the altitude of the craft rises above 23 km. Fixes/Workarounds: Keep Mun orbit above 23 km (Minmus above 27 km) or use time warp values other than 1x. Mods: None. Tested at the Mun and Minmus. This bug was present in 0.1.0.0 as well.
  6. 25 second clip showing craft in very high orbit (Ap 75Mm, Pe 71.7Mm) with time to Ap increasing for no clear reason. Carrier-probe launched 3 relay satellites in series and each experienced this phenomenon. Later in my session, detaching (first) and later undocking an Apollo-style Munar-lander resulted in the lander experiencing phantom forces/uncommanded orbital changes. V0.1.1, by the way. Launched through Steam. 5900X, RTX 3080, 48 GB @ 3200 MHz
  7. During my first mission towards moon, at the time of the return, I was confronted with a sudden change of orbit when I approach my "Pe" Steps of the replication: it would be necessary to carry out an orbit at very low altitude around the moon fixed: perform a maneuver to increase its "Pe" before the bug mod : vanilla ksp version : 0.1.0.0.20892 OS : win 10 (21H2) systeme : 11th Gen Intel(R) Core(TM) i5-11600K @ 3.90GHz 3.91 GHz 32,0 Go 3600 MHz XFX AMD Radeon RX 6800 samsung SSD 980 1to exemple : save file : https://drive.google.com/file/d/1McF86zmbBPalPt8bTUgmRBkFTzEtbRNB/view?usp=sharing
  8. Basically the orbit path after loading into a save is just kinda gone so im not sure what to do also the camera is automatically and constantly switching. Lastly the final picture is just a simple spelling error in the settings menu of what should be VAB but instead is OAB gone
  9. The challenge: In KSP or KSP2, make your smallest orbiter in terms of size or weight. Good Luck! (Mods are allowed but Kraken drives prohibited) The picker wheel to see which category you are
  10. I performed a quick load while I was exiting the Mun sphere of influence with Kerbal as my target and the Space Center also loaded in the foreground. Performing a Quick Load returns the same result.
  11. Maybe it has been asked and answered and I just don't know how to search for it. I know there is an answer but it's the question that I think is off. So... I suck at math. I can do a little basic algebra. That is why I am playing a game that is all about engineering and math! I have been going through sites reading about orbits and have found this. e=c/a where e is the eccentricity, c is the focal distance, and a is the semi-major axis. I know e and I know a. So c=a*e? Can I determine a periapsis and apoapsis from this and establish an orbit with the desired eccentricity and axis?
  12. https://photos.app.goo.gl/RU7GV8GyMqkTdtvK8 I've accepted this mission which tells me to put a space telescope into solar orbit somewhat close to Eve's, however, unlike the other 2 missions I have active for putting Satelites around Eve, it's not graphically showing me the orbit. It's "almost" circular, so perhaps it doesn't feel the need to show it, but I would rather have it as a guide if possible, I do have about 4.3k delta v in Kerbin orbit so either way it should be fine (bless nuclear engines xd). Thank you for your attention.
  13. There is an interesting moment in the game. I watched the spent rocket stages and noticed that although their periapsis is about 30 km, but they do not burn up in the atmosphere, unless you switch to them, or fly close to them. I would add a function so that the game recalculates the orbit for such cases. The game looks at the intersection of the orbit with the atmosphere and decides exactly how to recalculate If you do not observe the device with a periapsis <30~50 km, then for some time the game simply removes it on the first turn. If you suddenly want to look at it, then the game, knowing the parameters of the orbit, approximates the movement in the most rough way and builds the trajectory of re-entry into the atmosphere, without simulating anything in real time. At least you all saw that mechjeb perfectly builds trajectories of re-entry into the atmosphere. The spacecraft in the global map will move along the trajectory until it intersects with the surface For the case when the periapsis is not too low, you can do another. The game calculates a new orbit after passing the atmosphere and the time of exit from the section of the orbit passing in the atmosphere. And when that time has passed, the game simply changes the old orbit to a new one, and the spacecraft finds itself in a new orbit at the exit point from the atmosphere. The case when you observe the passage of the spacecraft in the atmosphere can also be adjusted by approximation, rather than calculating the resistance force in real time
  14. i am finding it hard to get to orbit so how do i get to orbit?
  15. Hi, I am playing in the Career mode, of KSP. Now I shall install a satellite into an specific Orbit. AP and PE no problem so far, easy. found out how to get on the angle.. check But it also requires to have a Specific Arg PE and LAN and meanwhile I am really frustrated. I might get on the right LAN but have no clue how to set ArgPE right. Anyone here has some Tipps for me?
  16. So I launched a Jool misison with the goal of landing on Laythe for the first time. I park in a 105km orbit, dock the mothership and lander, so far so good. I'm not in an ideal spot to launch so I timewarp to the Jool transfer window, but halfway through the warp it stops because I have entered Kerbin's atmosphere. I'm confused but ok, maybe I made a little mistake somewhere. I quickload to the start of the warp and raise my orbit to 130km just to be safe. I double check that my RCS is off and all my engines are manually shut down. OK good to go for timewarp. For extra safety I stop the warp halfway to check my orbital height and what do you know, my orbit has changed from a stable 130 to 85km periapsis and 160km or so apo. I did nothing, and there is no atmospheric drag or anything that could have influenced my orbit. Is this a bug or am I missing something?
  17. I can only assume this is a bug caused by a mod. Basically what happens is that when I put a vessel in orbit around the sun (regardless of distance) and return to it later, it blows up due to overheating (even if there's radiators on the vessel). Also, going into EVA will instantly kill the kerbal you send out. Both of these can be prevented by turning on "Ignore Max Temperature", but I obviously don't want to have that on all the time. I need some help diagnosing the problem. Extra Info: It doesn't matter what vessel it is, whether it's just a command pod or a probe with 8 radiators around it, the glitch seems to persist regardless of the vessel's design. So far from what I've seen, any other orbit doesn't seem to cause this glitch. Just Kerbol orbits. What I've done so far: Removed SystemHeat, Kopernicus, Galaxies Unbound, KSPIE, and Far Future Tech Verified Integrity of Game Cache Start a new game to see if it affects that one (it does, so my save isn't corrupted) Here's also some screencaps with KerbalEngineer up to help with the diagnosis. One's the temperature when going EVA and the other's when the vessel is idle (for the sake of this, I just placed a Nereid pod with mono engines into orbit and turned on "Ignore Max Temperature") KSP Log My mod list: Atmosphere Autopilot B9PartSwitch Beejee10s Historical Kerbal Suits Better Time Ward Continued Blueshift ClickThroughBlocker Toolbar/ToolbarController CommNet Constellation Community Tech Tree Community Category Kit Community Resource Pack ContractConfigurator Cryogenic Engines Dynamic Battery Storage Easy Vessel Switch Environmental Visual Enhancements Redux Far Future Technologies Feline Utility Rovers Filter Extension Fuel Efficient Pilots Future Technologies Expanded: Frontier Aeronautics Galaxies Unbound (Nova Kirbani, Kormann-16, Kepsilon Kirilani, Cer Turi, and Seirios are the systems I have installed) HideEmptyTechTreeNodes HyperEdit Internal RCS Interstellar Fuel Switch KIS/KAS Kerbal Reusability Expansion Planetary Base Systems TAC Life Support Kerbal Engineer Kerbalized Suits Knes Kopernicus KSP Interstellar Extended KSP Recall Restock/Restock Plus Tweakscale MechJeb Mk1 Cabin Hatch All "Near Future" Mods Patch Manager Mk2/Mk3 Expansion Mk-33 SCANSat Scatterer SpaceDust SystemHeat Waterfall Stockalike Station Parts Expansion Redux Surface Lights Tarsier Space Tech Universal Storage 2 Vessel Mover ZeroMiniAVC
  18. KerbSat 2 is a continuation of another satellite, Kerbsat 1, which is a satellite that can be launched into the Kerbin's orbit In this continuation I expand the rocket's limit a little more and make the Kerbsat reach the Mun. Again if you are Interested on it Click here for the Download (KerbalX) Details Type: VAB Class: satellite Part Count: 44 Pure Stock Some Images
  19. So the challenge rules are simple: -The rocket has to have a periapsis and appoapsis above 70km -No clipping -One kerbal onboard -The kerbal has to return safely to kerbin -EAS external command seats are allowed -No KAL-1000 overclock exploit -No cheats -No mods -DLCs are allowed Good luck!
  20. I'm having a problem with a career mode game. This is my first career game! I got some contracts that ask me to put a satellite into orbit but don't specify altitude. When I go to the Track Station or Map View on a flight and hover the mouse over the orbit drawn on the map (Ap/Pe), the game doesn't show anything, it just throws a NullPointerException! I'm testing this without any mod! I think that maybe is related to the stock alarm because of this: [EXC 00:21:29.156] NullReferenceException: Object reference not set to an instance of an object AlarmTypePeriapsis.ShowAlarmMapObject (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) AlarmClockScenario.ShowAlarmMapButton (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.UI.Screens.Mapview.MapNode.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.EventSystem:Update() The game throws this every time I hover over the drawn orbit! Does anyone else have this problem? Thanks.: KSP.log: https://www.dropbox.com/s/t4zzx2sw1rl3nz8/KSP(Orbit).log?dl=0 Player.log: https://www.dropbox.com/s/c3hukab9awo7iov/Player(Orbit).log?dl=0
  21. Hey! So, I got my station core into orbit, and then my Comms / Science module up there - only problem is, I have to stick them together. In space. https://steamcommunity.com/sharedfiles/filedetails/?id=2507377161 There's an image of my problem. I've circularized my orbits, and the closest I get to the station is there. I quick-saved here so I can try any maneuver I want. The separation is 12.4km, relative speed 32.7m/s. I feel really stuck...
  22. i rescued a spacecraft that ran out of fuel in kerbin orbit. i re-entered two capsules at the same time. the top capsule was the capsule that was rescued.
  23. I use MechJeb2 and a big rocket to land into a 200km orbit (repeatedly due to ongoing space station build). All good, first burn takes me to 65-70km, with 2300m/s horizontal velocity. Then I wait until 200km and make a small burn to circularise. Nothing to complain really but I am wondering if all can be done at one go ? I mean how can I adjust MechJeb to fly to 200km at once and keep firing to complete circularising ? I feel like there must be an ascent profile such that correct vertical velocity is achieved at the desired altitude. Hope it is not a silly question. Thanks, Charles
  24. Ok, So I just got started in a new 1.9.1 modded save after mostly staying in version 1.7.3 pretty much since 1.7.3 was released. When I was planning a maneuver node to transfer to another body, the patched conics were showing encounters several orbits in the future. This is the reason why I don't play versions past at most 1.8.1. In my opinion, it makes KSP unplayable for all Intents and Purposes. I hugely prefer for the orbital predictions to show what happens on the first and only the first orbit. I have done many, many, gravity assists in versions 1.8.1 and before, and how the game predicts orbits is perfect for what I want to do. For me It makes the best sense to me. I have no clue why SQUAD did away with this feature. So, does anyone know how to make 1.9+ orbits work like 1.8.1( preferably 1.7.3) and before? Also this is my first real thread
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